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Z2K Development Journal

**ARCHIVE** Of Balance

I'm finding that one of the most challenging things about writing a turn-based computer game with role playing elements - especially when you've come from a tabletop gaming background - is having to remember that the computer doesn't know when to "fudge" things in the player's favour in the interest of keeping the game fun.

When the odds stack up against the player, they'll keep on stacking unless you put something in there to stop it. As a designer, you need to anticipate where balance is going to need to be implemented, instead of the tabletop Dungeon Master's blessed position of being able to do it on the fly as situations come up.

On the other hand, it has always been part of the original design that players will die - horribly, violently and frequently. This was not ever going to be a game for people who want to "win" every time they play. Look at your typical zombie movies - how many of the party typically survive?